| Commit message (Collapse) | Author | Age | Files | Lines |
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This case just wasn't handled, so add support for it.
Cc: "11.0" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In a number of places the SwapBytes handling didn't handle cases with
GL_(UN)PACK_ALIGNMENT set and 7 byte width cases aligned to 8 bytes.
This adds a common routine to swap bytes a 2D image and uses this
code in:
texture storage
texture get
readpixels
swrast drawpixels.
[airlied: updated with Brian's nitpicks].
Cc: "11.0" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Let it be defined externally instead, allowing setting mechanisms other
than environment variables.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Matthew McClure <[email protected]>
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The first function translates prim restart indexes to be 0xffff or
0xffffffff.
The second splits indexed primitives with restart indexes into sub-
primitives without restart indexes.
Reviewed-by: Roland Scheidegger <[email protected]>
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This adds a tgsi utility tgsi_add_aa_point to transform a fragment shader
to support anti-aliased wide point by computing the fragment distance from
the point center. This utility assumes the geometry shader is emitting
an extra generic output with point coord data. The semantic index of
this generic output is passed to the tgsi_add_aa_point utility.
Reviewed-by: Brian Paul <[email protected]>
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This adds a tgsi utility tgsi_add_point_sprite to transform a geometry
shader to emulate wide points by drawing quads. This utility adds an
extra output for the original point position if the point position is
to be written to a stream output buffer. It also assumes the driver will
add a constant for inverse viewport scale after the user defined constants.
Reviewed-by: Brian Paul <[email protected]>
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This could be used by any driver where the device doesn't directly
support two-sided lighting. This code modifies a fragment shader
to accecpt back-face colors and choose between the front/back colors
depending on the triangle's front-face sign.
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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These functions deal with inclusive coordinates, hence a 0/0/0/0 rect
returned when there's no intersection doesn't actually represent an empty
rectangle. Hence return 0/-1/0/-1 instead.
This fixes some problems in llvmpipe with empty scissor rects (which up
to now didn't really matter because while the intersect test returned the
wrong result all pixels were scissored away later anyway).
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It isn't really obvious if intersection test should take into account empty
rectangles or if the caller should do it. But it looks like most callers
actually verified one of the rects but not the other, but since correctly
returning an empty rect that other rect could actually be empty leading to
more bugs. Hence just verify both rects for emptyness in the intersection
test itself which makes the code easier in the caller (though it will be
slower if the caller knows the rectangles are non-empty).
Reviewed-by: Zack Rusin <[email protected]>
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This patch adds some more helper functions such as
. tgsi_transform_temps_decl
. tgsi_transform_output_decl
. tgsi_transform_dst_reg
. tgsi_transform_src_reg
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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v2: fix errant _GNU_SOURCE test, per Matt Turner.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Like util_set_vertex_buffers_count(), this basically just copies a
pipe_index_buffer object, taking care of refcounting.
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It is a shader enum after all...
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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This is always false on amdgpu (set by calloc).
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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SI is unsupported by amdgpu
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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All remaining pm4 state are created and destroyed by state trackers.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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The border colors are uploaded only once when the state is created.
This brings truly immutable sampler descriptors, because they don't have
to be updated every time a sampler state is re-bound.
It also moves the TA_BC_BASE_ADDR registers to init_config, removing one
more state. The catch is there is now a limit: only 4096 border colors can
be used by one context. I don't think that will be a problem.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Since we don't put any resource descriptors in IBs, the space used by draw
calls is quite small.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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this name should be easy to understand without other knowledge
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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e.g. radeon_set_context_reg is nicer and looks consistent next to
radeon_emit().
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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one less calloc and state construction while drawing
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reducing calloc overhead.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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The main idea is to avoid setting CB_COLORi_INFO = 0 for i>0 repeatedly
when those colorbuffers aren't used. This is mainly for glamor.
Same for DB. Z_INFO and STENCIL_INFO need to be cleared only once.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Leftover from the bring-up.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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One less state to worry about.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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This mainly removes the cache misses when checking the dirty flags.
Not much else though.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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